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This asset collection comes with an auto installer (setup.bat) you can simply download it, run the setup and reopen Houdini. Here is how you do it in more details:
- Close Houdini (in case it's opened).
- Download the latest release (or clone this repository).
- Un-zip (Decompress) the file you downloaded. (the setup won't work if it's still compressed)
- Open "setup.bat". (It will show you the options - "Install, Uninstall and About")
- Type "1" to "Install", then press enter.
- Open Houdini.
- Enjoy!
If you want, you can now delete the downloaded/extracted files (as they have already been installed)
- Move your assets to a safe location. (e.g. "Documents > houdini#.# > gt-houdini-assets")
- Move the folder (or just the file) "packages" to "Documents/houdini#.#".
- Open the "gt-houdini-assets.json" file (Located in "Documents > houdini##.#" > packages) using a text editor.
- Edit the GTLIB variable to point to your assets folder.
For example:"GTLIB": "C:/Users/USERNAME/Documents/houdini18.5/gt-houdini-assets",
(Use forward slashes) - Restart Houdini.
- Enjoy!
- Open your Houdini file.
- Go to "Assets > Install Asset Library..."
- Select which asset you want to load using the load dialog (top right corner)
- Click on "Install" or "Install and Create"
- Enjoy!
- Load Houdini Engine.
- Go to "Houdini Engine > Load Asset..."
- Select the asset you want to load.
- Enjoy!
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This node transfers deformation from one geometry to another even when their topologies are different.
Plug your retopologized geometry on the left (first input) and the deforming geometry (usually bad topology) on the right (second input)
In case the transfer was not precise, tweak the amount of sample points to fix it.
(more is better, but slower)
Setup Example:
Both tube are identical, but the second one was remeshed and deformed.
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Makes input geometry look like it's covered in snow.
It uses the normal of your input to determine what direction it should place points, and convert this points into a mesh that resembles snow.
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This node will automatically extract a shape from an alpha (black an white) image and convert it into a plane.
Plug your black and white image under "Image Trace" and your color texture under "Image Color" then initialize the UVs.
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This node will converts the input geometry into volumes that look like clouds. Very similar to the cloud and cloud noise nodes that come with Houdini, but with a few different options and controls.
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Quickly generates a simple volume fog with parameters to customize Y and Z ramps, noise and mixing methods.
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Quickly generates a simple particle system with a few parameters to customize its behaviour.
This requires a sprite sheet to work. You can find examples in the "sprite_sheets" folder.
To create new sprite sheets go into the IMG context and create a "Mosaic" node to convert a sequence of images into one sheet.
Since this node uses sprites, it also requires the user to create a Sprite Fog material and assign it to the geometry with the correct sprite sheet path before being able to render it.
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Uses the "@age" and "@life" to gradually decrease the size of "@pscale" so it looks like the particle is shrinking.
A POP network already provides you with such attributes, just make sure to update the "Life Expectancy" under the "Birth" tab.
By default, Houdini will not show the "@pscale" attribute on the viewport, so use the option "Output Test Spheres" for a preview.
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Converts the input geometry into a series of cubes that look like voxels.
The second input can be used to determine a custom shape for your "voxels".
The "Inherit Input Point Color" can be used to transfer the color to the voxels, but it expects to find the attribute "@Cd" stored in Points. If your geometry has textures, use "Attribute from Map" to transfer it into the "@Cd" attribute.
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